JadeOfMaar Posted January 19, 2017 Share Posted January 19, 2017 Congrats on the release! @daniel l. Link to comment Share on other sites More sharing options...
Banbury Posted January 19, 2017 Share Posted January 19, 2017 9 hours ago, daniel l. said: But how do i prevent the randomization from going overboard? For example. What if the game generates a star with a SemiMajorAxis that is too big. Or a planet with a radius too small. How do i enforce limits on seed generation? Just for the record: RND creates numbers between 0 and 1. The seed doesn't change that. (http://www.qb64.net/wiki/index.php?title=RND) So if the SemiMajorAxis is too big, it's a problem with your Math and not with the random number generator. Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 14 minutes ago, Banbury said: Just for the record: RND creates numbers between 0 and 1. The seed doesn't change that. (http://www.qb64.net/wiki/index.php?title=RND) So if the SemiMajorAxis is too big, it's a problem with your Math and not with the random number generator. It's alright. I already voided my own question when it worked in testing. Check out the new version! Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 Does anyone want to post some screenshots or videos of them using TBG? I would love to get some big time feedback and see how much people are enjoying it. Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 Can i get some feedback on how the new Seed system works guys? @JadeOfMaar @seanth @Mycroft Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 19, 2017 Share Posted January 19, 2017 Will try it out in a bit. Link to comment Share on other sites More sharing options...
seanth Posted January 19, 2017 Share Posted January 19, 2017 (edited) 2 hours ago, daniel l. said: Can i get some feedback on how the new Seed system works guys? @JadeOfMaar @seanth @Mycroft I don't have anything installed to run qb64 files, but I will look at your code Edit: code looks fine to me, in how it's structured Edited January 19, 2017 by seanth Link to comment Share on other sites More sharing options...
dlrk Posted January 19, 2017 Share Posted January 19, 2017 Can this be used in/on an existing save? Link to comment Share on other sites More sharing options...
mario-sov Posted January 19, 2017 Share Posted January 19, 2017 (edited) 17 hours ago, daniel l. said: Glad you like it The home screen issue is a Kopernicus error. I cant fix it until @Thomas P. find's a solution. The side buttons should do fine for now though. Just remember to make buildings indestructible in the save or you wont be able to repair them. Kopernicus already has a workaround for that see my comment on how you can fix it on your end. Use PostSpawnOrbit: @Body[<body-name>] { PostSpawnOrbit { referenceBody = <star-name> } } @Amus you can fix your existing random galaxy "home screen" problem. Open the galaxy.cfg in your mod folder and find the following: @Body[Moho] { @Orbit { @referenceBody = Kerbol } } @Body[Eve] { @Orbit { @referenceBody = Kerbol } } @Body[Kerbin] { @Orbit { @referenceBody = Kerbol } } @Body[Duna] { @Orbit { @referenceBody = Kerbol } } @Body[Dres] { @Orbit { @referenceBody = Kerbol } } @Body[Jool] { @Orbit { @referenceBody = Kerbol } } @Body[Eeloo] { @Orbit { @referenceBody = Kerbol } } Replace with: @Body[Moho] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Eve] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Kerbin] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Duna] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Dres] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Jool] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Eeloo] { PostSpawnOrbit { referenceBody = Kerbol } } Edited January 19, 2017 by mario-sov Link to comment Share on other sites More sharing options...
Planetace Posted January 19, 2017 Share Posted January 19, 2017 15 hours ago, daniel l. said: 0.2.5 is out! A few new things to see! Now you can just post the seed for the galaxy you like if you want to share it. (Provided you used the Automatic generation system. If you used custom, Please post the "GalaxyGen-*Name*.txt" file) What new features? Need explains! Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 3 hours ago, dlrk said: Can this be used in/on an existing save? No i don't think so. Not unless you want your current flights splattered across the galaxy You'll have to start a new one. 24 minutes ago, Galacticvoyager said: What new features? Need explains! A seed system. Now you can generate your galaxy based on a single number. and you can share the entire galaxy just by sharing the number. Link to comment Share on other sites More sharing options...
Planetace Posted January 19, 2017 Share Posted January 19, 2017 22 minutes ago, daniel l. said: No i don't think so. Not unless you want your current flights splattered across the galaxy You'll have to start a new one. A seed system. Now you can generate your galaxy based on a single number. and you can share the entire galaxy just by sharing the number. I knew that one, anything else? Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 Just now, Galacticvoyager said: I knew that one, anything else? You can now recover previously generated galaxies by accessing the new data text files generated by the algorithm. You can also put the generator in automatic mode where the computer does all the generation. Link to comment Share on other sites More sharing options...
Planetace Posted January 19, 2017 Share Posted January 19, 2017 Just now, daniel l. said: You can now recover previously generated galaxies by accessing the new data text files generated by the algorithm. You can also put the generator in automatic mode where the computer does all the generation. Neat! Anything else related to galaxy generation. Also, I could make some pseudo code to generate more realistic rings... Link to comment Share on other sites More sharing options...
seanth Posted January 19, 2017 Share Posted January 19, 2017 1 minute ago, Galacticvoyager said: Neat! Anything else related to galaxy generation. Also, I could make some pseudo code to generate more realistic rings... Could you go into more detail about "generate more realistic rings"? Do you mean something like rings appear in a planet's Roche limit? Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 2 hours ago, mario-sov said: Kopernicus already has a workaround for that see my comment on how you can fix it on your end. Use PostSpawnOrbit: @Body[<body-name>] { PostSpawnOrbit { referenceBody = <star-name> } } @Amus you can fix your existing random galaxy "home screen" problem. Open the galaxy.cfg in your mod folder and find the following: @Body[Moho] { @Orbit { @referenceBody = Kerbol } } @Body[Eve] { @Orbit { @referenceBody = Kerbol } } @Body[Kerbin] { @Orbit { @referenceBody = Kerbol } } @Body[Duna] { @Orbit { @referenceBody = Kerbol } } @Body[Dres] { @Orbit { @referenceBody = Kerbol } } @Body[Jool] { @Orbit { @referenceBody = Kerbol } } @Body[Eeloo] { @Orbit { @referenceBody = Kerbol } } Replace with: @Body[Moho] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Eve] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Kerbin] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Duna] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Dres] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Jool] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Eeloo] { PostSpawnOrbit { referenceBody = Kerbol } } Umm.... I just tried that method and it glitched the hell out of everything. The solar system got relocated back to the core, The sunflares disappeared, and everything is lit only by ambient light. 8 minutes ago, Galacticvoyager said: Neat! Anything else related to galaxy generation. Also, I could make some pseudo code to generate more realistic rings... Well... Can you help me figure out what's wrong with black holes and rogue planets? Spoiler @Kopernicus { Body { name = Muton Template { name = Sun } Properties { description = BILLYBOB - 1 is a black hole. An infinitely dense singularity encapsulated by the event horizon. radius = 378223 geeASL = 1000000 sphereOfInfluence = 90118820000.5 } Orbit { referenceBody = Sun semiMajorAxis = 2435855364799499 inclination = 192 argumentOfPeriapsis = 816 mode = 0 color = 0.2,0.2,0.2,1 } Rings { Ring { angle = 0 outerRadius = 72000 innerRadius = 200 texture = To_Boldly_Go/BH_ring colour = RGBA(0.100, 1.000, 1.000, 1.000) lockRotation = True unlit = True } } ScaledVersion { Light { sunlightColor = 1.0, 1.0, 1.0, 1.0 sunlightIntensity = 0.45 scaledSunlightColor = 1.0, 1.0, 1.0, 1.0 scaledSunlightIntensity = 0.45 IVASunColor = 1.0, 0.977, 0.896, 1.0 IVASunIntensity = 0.34 sunLensFlareColor = 0.0, 0.0, 0.0, 1.0 sunAU = 13599840256 brightnessCurve { key = -0.01573471 0.217353 1.706627 1.706627 key = 5.084181 3.997075 -0.001802375 -0.001802375 key = 38.56295 1.82142 0.0001713 0.0001713 } } Material { emitColor0 = 0.0,0.0,0.0,1.0 emitColor1 = 0.0,0.0,0.0,1.0 sunspotColor = 0.0,0.0,0.0,1.0 rimColor = 0.0,0.0,0.0,1.0 rimPower = 1.5 rimBlend = 1.8 } Coronas { Corona { rotation = 0 speed = -1 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.007 Material { texture = To_Boldly_Go/corona inverseFade = 2.553731 } } Corona { rotation = 0 speed = 1 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.009 Material { texture = To_Boldly_Go/corona inverseFade = 2.553731 } } } } SolarPowerCurve { key = 0 0 0 0 key = 0 0 0 0 key = 0 0 0 0 key = 0 0 0 0 } } } @Kopernicus:AFTER[KOPERNICUS] { Body { name = Muton 1 Template { name = Gilly } Properties { description = When Jeb was originally shown a map of our galaxy he said 'Wow! Thats big! Dont suppose we get any rest stops out there do we?' This statement encouraged our scientists to look closer, And eventually this asteroid among many, Was discovered. Dont expect vending machines, And if you do find them... Dont expect candy. radius = 68342 } Orbit { referenceBody = Muton inclination = 275 semiMajorAxis = 1.656863E+09 } PQS { Mods { VertexSimplexHeightAbsolute { seed = 98062 } VertexHeightNoise { seed = 70947 } } } } } @Kopernicus { Body { name = Plath Orbit { referenceBody = Sun semiMajorAxis = 3298478221893310 inclination = 26 mode = 0 } Template { name = Duna } Properties { radius = 282663 sphereOfInfluence = 50118820000 } } } @Kopernicus { Body { name = Geoiban Orbit { referenceBody = Sun semiMajorAxis = 1371918416023254 inclination = 217 mode = 0 } Template { name = Dres } Properties { radius = 263443 sphereOfInfluence = 50118820000 } } } @Kopernicus { Body { name = Hech Orbit { referenceBody = Sun semiMajorAxis = 6715611314773560 inclination = 8 mode = 0 } Template { name = Jool } ScaledVersion { Material { texture = To_Boldly_Go/gastextures/- 11 .jpg } } Properties { radius = 6281430 sphereOfInfluence = 50118820000 } Rings { Ring { angle = 0 outerRadius = 3000 innerRadius = 2000 texture = To_Boldly_Go/ringtextures/- 0 -.png color = 1.0,1,1,1.0 lockRotation = false unlit = false } } } } @Kopernicus { Body { name = Mariban Orbit { referenceBody = Sun semiMajorAxis = 3832674717903137 inclination = 40 mode = 0 } Template { name = Mun } Properties { radius = 334189 sphereOfInfluence = 50118820000 } Rings { Ring { angle = 0 outerRadius = 3000 innerRadius = 2000 texture = To_Boldly_Go/ringtextures/- 2 -.png color = 1.0,1,1,1.0 lockRotation = false unlit = false } } } } Link to comment Share on other sites More sharing options...
Planetace Posted January 19, 2017 Share Posted January 19, 2017 8 minutes ago, seanth said: Could you go into more detail about "generate more realistic rings"? Do you mean something like rings appear in a planet's Roche limit? More like actually make the rings generate gaps, but making rings generate partly in a planets Roche limit would be fine. As well as make it so the rings cannot be generated with a inner radius going into a distance 3x that of the Planets atmosphere. Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 13 minutes ago, Galacticvoyager said: More like actually make the rings generate gaps, but making rings generate partly in a planets Roche limit would be fine. As well as make it so the rings cannot be generated with a inner radius going into a distance 3x that of the Planets atmosphere. It's really quite difficult to make rings behave in such a way. As the planetary radius is randomized. If i make the rings for one size, It would be too big or too small for another. Link to comment Share on other sites More sharing options...
dlrk Posted January 19, 2017 Share Posted January 19, 2017 Daniel, If the only vessels are orbiting Kerbin, would To Boldly Go still mess it up? Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 Just now, dlrk said: Daniel, If the only vessels are orbiting Kerbin, would To Boldly Go still mess it up? I'm not sure. You can try. Remember to make a backup of your save. Link to comment Share on other sites More sharing options...
seanth Posted January 19, 2017 Share Posted January 19, 2017 (edited) Anyone gotten this to work using OS X 10.12? I can successfully install QB64 open the .bas and build a binary, but when I try and run it, it does nothing. No errors. Nada. EDIT: got it. For mac users, edit out line 10. 'SYSTEM That at least allowed it to launch Edited January 19, 2017 by seanth Link to comment Share on other sites More sharing options...
daniel l. Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) 3 minutes ago, seanth said: Anyone gotten this to work using OS X 10.12? I can successfully install QB64 open the .bas and build a binary, but when I try and run it, it does nothing. No errors. Nada. Oh crap... I made a mistake. You see. In the source code file on line 10 you will find a command labeled "SYSTEM" delete that and it should work. I accidentally forgot to remove it from the source code. Edited January 19, 2017 by daniel l. Link to comment Share on other sites More sharing options...
mario-sov Posted January 20, 2017 Share Posted January 20, 2017 2 hours ago, daniel l. said: Umm.... I just tried that method and it glitched the hell out of everything. The solar system got relocated back to the core, The sunflares disappeared, and everything is lit only by ambient light. Well... Can you help me figure out what's wrong with black holes and rogue planets? Reveal hidden contents @Kopernicus { Body { name = Muton Template { name = Sun } Properties { description = BILLYBOB - 1 is a black hole. An infinitely dense singularity encapsulated by the event horizon. radius = 378223 geeASL = 1000000 sphereOfInfluence = 90118820000.5 } Orbit { referenceBody = Sun semiMajorAxis = 2435855364799499 inclination = 192 argumentOfPeriapsis = 816 mode = 0 color = 0.2,0.2,0.2,1 } Rings { Ring { angle = 0 outerRadius = 72000 innerRadius = 200 texture = To_Boldly_Go/BH_ring colour = RGBA(0.100, 1.000, 1.000, 1.000) lockRotation = True unlit = True } } ScaledVersion { Light { sunlightColor = 1.0, 1.0, 1.0, 1.0 sunlightIntensity = 0.45 scaledSunlightColor = 1.0, 1.0, 1.0, 1.0 scaledSunlightIntensity = 0.45 IVASunColor = 1.0, 0.977, 0.896, 1.0 IVASunIntensity = 0.34 sunLensFlareColor = 0.0, 0.0, 0.0, 1.0 sunAU = 13599840256 brightnessCurve { key = -0.01573471 0.217353 1.706627 1.706627 key = 5.084181 3.997075 -0.001802375 -0.001802375 key = 38.56295 1.82142 0.0001713 0.0001713 } } Material { emitColor0 = 0.0,0.0,0.0,1.0 emitColor1 = 0.0,0.0,0.0,1.0 sunspotColor = 0.0,0.0,0.0,1.0 rimColor = 0.0,0.0,0.0,1.0 rimPower = 1.5 rimBlend = 1.8 } Coronas { Corona { rotation = 0 speed = -1 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.007 Material { texture = To_Boldly_Go/corona inverseFade = 2.553731 } } Corona { rotation = 0 speed = 1 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.009 Material { texture = To_Boldly_Go/corona inverseFade = 2.553731 } } } } SolarPowerCurve { key = 0 0 0 0 key = 0 0 0 0 key = 0 0 0 0 key = 0 0 0 0 } } } @Kopernicus:AFTER[KOPERNICUS] { Body { name = Muton 1 Template { name = Gilly } Properties { description = When Jeb was originally shown a map of our galaxy he said 'Wow! Thats big! Dont suppose we get any rest stops out there do we?' This statement encouraged our scientists to look closer, And eventually this asteroid among many, Was discovered. Dont expect vending machines, And if you do find them... Dont expect candy. radius = 68342 } Orbit { referenceBody = Muton inclination = 275 semiMajorAxis = 1.656863E+09 } PQS { Mods { VertexSimplexHeightAbsolute { seed = 98062 } VertexHeightNoise { seed = 70947 } } } } } @Kopernicus { Body { name = Plath Orbit { referenceBody = Sun semiMajorAxis = 3298478221893310 inclination = 26 mode = 0 } Template { name = Duna } Properties { radius = 282663 sphereOfInfluence = 50118820000 } } } @Kopernicus { Body { name = Geoiban Orbit { referenceBody = Sun semiMajorAxis = 1371918416023254 inclination = 217 mode = 0 } Template { name = Dres } Properties { radius = 263443 sphereOfInfluence = 50118820000 } } } @Kopernicus { Body { name = Hech Orbit { referenceBody = Sun semiMajorAxis = 6715611314773560 inclination = 8 mode = 0 } Template { name = Jool } ScaledVersion { Material { texture = To_Boldly_Go/gastextures/- 11 .jpg } } Properties { radius = 6281430 sphereOfInfluence = 50118820000 } Rings { Ring { angle = 0 outerRadius = 3000 innerRadius = 2000 texture = To_Boldly_Go/ringtextures/- 0 -.png color = 1.0,1,1,1.0 lockRotation = false unlit = false } } } } @Kopernicus { Body { name = Mariban Orbit { referenceBody = Sun semiMajorAxis = 3832674717903137 inclination = 40 mode = 0 } Template { name = Mun } Properties { radius = 334189 sphereOfInfluence = 50118820000 } Rings { Ring { angle = 0 outerRadius = 3000 innerRadius = 2000 texture = To_Boldly_Go/ringtextures/- 2 -.png color = 1.0,1,1,1.0 lockRotation = false unlit = false } } } } Did you check your logs? Can you post the cfg you modified so that I can see what's wrong? Link to comment Share on other sites More sharing options...
daniel l. Posted January 20, 2017 Author Share Posted January 20, 2017 2 minutes ago, mario-sov said: Did you check your logs? Can you post the cfg you modified so that I can see what's wrong? I will send you both in a little while But i did get a lot off NullReference Exceptions. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 20, 2017 Share Posted January 20, 2017 (edited) I tried in a fresh KSP folder and got memory limit problems (I guess I accidentally launched in 32bit) but then I saw only Kopernicus star /galaxy errors and NRE flood. It's as though Kopernicus does not see the extra stars or they are missing a parameter. It might help that I loaded a couple of other mods simultaneously and quite possibly it could be a bizarre mis-step of MM . Edited January 20, 2017 by JadeOfMaar Link to comment Share on other sites More sharing options...
Recommended Posts